🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Scrabbling RibcageCreature 1


UncommonNSmallConstructMindless
Source Pathfinder #181: Zombie Feast
Perception +6 (darkvision)
Languages none
Skills Athletics +6
Str +2, Dex +2, Con +2, Int -5, Wis +0, Cha +5

AC 16; Fort +7; Reflex +5; Will +5;
HP 20
Speed 20 feet (climb 20 feet)
Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, sickened, unconscious
Weaknesses Bludgeoning 3
Resistances Cold 3, Electricity 3, Fire 3, Piercing 3, Slashing 3

Jagged Ribs One Action +7 (+2, -3) to hit 1d6+2 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scrabble Reaction

Trigger A creature moves away from the scrabbling ribcage, or a creature Grabbed or Restrained by the scrabbling ribcage Escapes from it


Effect The ribcage Strides or Climbs. This movement doesn't trigger reactions.

Constrict One Action

1d8 bludgeoning, DC 17 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Skittering Rush Two Actions

The scrabbling ribcage Strides or Climbs twice, with its Speeds increased by 10 feet for this movement.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


The ribs of a scrabbling ribcage are connected to either a sternum or vertebral column, but not both, allowing the ribs to function as legs.


Commonly mistaken for undead, animated bones are mindless constructs with no connection to necromancy. The following are examples of typical animated bones.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.